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Difference between revisions of "DF2014 Talk:Skill"

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#* 35-44 - Superior
 
#* 35-44 - Superior
 
#* 45-54 - Exceptional
 
#* 45-54 - Exceptional
#* 55+ ''and'' a 1/3 chance - Masterwork
+
#* 55+ - 1/3 Masterwork, 2/3 Exceptional
 
--[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 02:42, 5 August 2021 (UTC)
 
--[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 02:42, 5 August 2021 (UTC)
  

Revision as of 02:57, 5 August 2021

Legendary+5

The logic for determining item quality changed a while ago (back in version 0.40, I think), and I believe the significance of Legendary+5 has been largely lost in the process. A few mechanisms still use it (such as Farming/Herbalism yields), but item quality seems to use a completely different formula now. Further research is needed. --Quietust (talk) 13:28, 6 May 2020 (UTC)

Update: I believe I've figured out the logic used for determining Item Quality from jobs:

  1. Find the effective skill level (i.e. Novice=1, Legendary=15), uncapped, with status penalties applied (see article)
  2. Roll for item quality "points": trandom(11) + trandom(1 + (level * 5) / 2) + trandom(1 + (level * 5) / 2) (note: trandom(N) returns a number from 0 to N-1)
  3. Add points for physical attributes: (trandom(phys_attr1 + 1) / 100) + (trandom(phys_attr2 + 1) / 250) + (trandom(phys_attr3 + 1) / 250) (for whichever attributes are actually associated with the skill)
  4. Add points for mental attributes: (trandom(ment_attr1 + 1) / 100) + (trandom(ment_attr2 + 1) / 250) + (trandom(ment_attr3 + 1) / 250) (see above)
  5. Adjust points based on focus: points = (points * current_focus) / undistracted_focus (field names from "unit_personality" struct in df-structures)
  6. Apply status penalties again, this time to the "points" (this might be a bug?)
  7. If you have a Curse (or Blessing) with a Luck modifier, apply it to the points: points = (points * luck_mul_percent) / 100
  8. Add 10 points if the item being produced matches an Item preference on the maker
  9. Add 10 points if the item being produced matches a Material preference on the maker
  10. Feed the points into the following formula:
    • 0-21 - base quality
    • 22-29 - Well-crafted
    • 30-34 - Fine
    • 35-44 - Superior
    • 45-54 - Exceptional
    • 55+ - 1/3 Masterwork, 2/3 Exceptional

--Quietust (talk) 02:42, 5 August 2021 (UTC)

Skill Rust

This section suggests there is no effect other than the rusty skill description in fortress mode. By observation a rusty skill might effect quality of produced items and eventually the dwarf will loose experiece and/or skill level.